ReplikaGO: Digitizing the Artifacts of the Balla Lompoa Museum through Augmented Reality and Gamification

Authors

  • Alicia Juanita Lisal Department of Informatics (Makassar City Campus), Ciputra University Makassar, 90224, Indonesia Author
  • Chaiden Richardo Foanto Department of Informatics (Makassar City Campus), Ciputra University Makassar, 90224, Indonesia Author
  • Derick Norlan Department of Informatics (Makassar City Campus), Ciputra University Makassar, 90224, Indonesia Author
  • Franklin Jaya Department of Informatics (Makassar City Campus), Ciputra University Makassar, 90224, Indonesia Author
  • Michael Christianto Sawitto Department of Informatics (Makassar City Campus), Ciputra University Makassar, 90224, Indonesia Author
  • Kasmir Syariati Department of Informatics (Makassar City Campus), Ciputra University Makassar, 90224, Indonesia Author

DOI:

https://doi.org/10.51747/intro.v4i2.427

Keywords:

Augmented Reality, Digital Heritage, Museum Artifacts, Gamification, User-Centered Design

Abstract

Cultural preservation among younger generations faces increasing challenges due to globalization and rapid technological change. One example is the declining awareness of the Gowa Kingdom’s heritage in South Sulawesi, Indonesia. The Balla Lompoa Museum still relies on conventional exhibitions that are less engaging for digital-native audiences. This study presents ReplikaGO, an Augmented Reality (AR) application using Vuforia Model Target technology to visualize museum artifacts in 3D and integrate gamification elements such as interactive puzzles and educational quizzes. Developed using a User-Centered Design (UCD) approach, the system focuses on usability and learning engagement. Three main artifacts—Gendang, Sarung, and Keris Tatarapang—are presented in immersive AR form. User testing with seven participants shows that ReplikaGO offers a more engaging and enjoyable cultural learning experience. Qualitative feedback indicates improved understanding of artifact meanings after interaction. These results suggest that AR combined with gamification has strong potential for digital heritage education and youth-oriented cultural preservation.

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Published

2025-12-30

How to Cite

[1]
A. J. . Lisal, C. R. . Foanto, D. . Norlan, F. . Jaya, M. C. . Sawitto, and K. Syariati, “ReplikaGO: Digitizing the Artifacts of the Balla Lompoa Museum through Augmented Reality and Gamification”, IJITE, vol. 4, no. 2, pp. 130–141, Dec. 2025, doi: 10.51747/intro.v4i2.427.